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Old 03-07-2015, 12:14 PM   #1
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PATCHNOTES
==================================================
PATCH #030315 RELEASED


After Reset RPG, Patch Notes #030315
Release on Tuesday, March 03, 2015
==================================================


FIXES:

Technical:
• Application launcher error fixed for MAC version.

User Interface:
• Various interface fixes for MAC and Linux versions.
• The intensity and frequency of the holographic distortion visual effect has been substantially reduced.
• Auto-scaling for panels in the main menu added.

Audio:
• Sound effects for main menu fixed.

Miscellaneous:
• Typos in the Modes descriptions corrected.

FEATURES & CHANGES:

Gameplay:
• Premade characters activated.
• Random button added for Stats, Skills, and Feats stages of character generation, so you can allocate each prompt through chance.
• In-game Pause mechanics added (set on "Space" hotkey").
• New models for Pastagers race for the character creation added.
• Special Facility level added.
• Prologue narration added.

User Interface:
• New cursors added.
• Main menu text size scaling added to the Options/Gameplay menu.
• Rotate option added for the model of the character through the character creation.
• Alphabetical auto-sorting for the Feats added.
• New icons for the Skills added.
• Typos in the feats descriptions corrected.
• Loading screens design reworked.
• Camera controls for the gameplay added.
• Fog of war, Range-of-Sight (RoS) and Field-of-Sight (FoS) added.
• Highlighting system added.

Graphics:
• Glass shader for the OpenGL fixed.
• Injured animation for humanoids added (activates if a humanoid have less than 10% of its hit points).
• Realistic Decal system added.

Audio:
• Music for the Science Facility level added.
• Voice for the Prologue narration added.

Video:
• Prologue's intro added.

Miscellaneous:
• "Space" hotkey for skipping each of in-game videos added.
• Message with all available content for the current build added, so now you won't be puzzled with "Why can't I proceed?" questions.
• Realistic Decal system added.

COMMENTS:

As you guys can see, your detailed feedback has resulted in many changes and tweaks to the look and feel of the game, and we didn’t want to wait to reward you for that.

I’d also like to talk about graphics. From my picky point of view (which criticize even games like DA: Inquisition) I am finally satisfied with the graphics, and you can see the progress yourselves by trying out our first tech build from 2014, which you can see on IndieDB: http://www.indiedb.com/games/after-reset/downloads.

However, what you can see now is only one quarter of what we have planned for the full graphical capabilities of the game, and the source build you are playing is already a whopping 50Gb :)! We switched off a lot of features because of common hardware limitations, but we’ll keep the source production in reserve so that we could gradually switch graphic features on by the time of the full game is completed. Through every stage of development, regardless of how long that takes, the game should look cool and be easy on the eyes.

This is all important because graphics go hand-in-hand with optimization. Despite the 60-100fps performance I get while streaming on my machine, we’ve only implemented about 30% of all our optimizations. So, please be patient if you’re having issues on older machines. We’ll run our full optimization circuit by the end of development on all five areas of the Prologue. This is because the hard optimization circle we’ve developed and tested will irreversibly change the build and we’ve got some work ahead of us before we’re ready to tackle that.

Lastly, the hobbling animation for your character is not the default animation. It is animation for humanoid creatures that have less than 10% of their Hit Points, and/or do not have a crippled leg, or don’t have the special Endurance-related feat. In the future these injuries might also lower a victim’s speed. We’ve also got various idle animations prepared for them as well, so please take a look!

SHARE YOUR IMPRESSION: http://www.afterreset.com/forum/showthread.php?t=270
REPORT ABOUT TECHNICAL ISSUE: http://www.afterreset.com/forum/showthread.php?t=321
Old 04-01-2015, 02:09 PM   #2
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MrNixon
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==================================================
PATCH #033115 RELEASED


After Reset RPG, Patch Notes #033115
Released on Tuesday, March 31, 2015
==================================================


FIXES:

Technical:
• Fixed an error in the application launcher for the WIN 32 version.

User Interface:
• Highlighting system fixed to produce exponentially transparent aura.
• ESC hotkey now returns back to previous menu in the main menu.

Audio:
• Fixed an issue with the voice of the Prologue narration.

Miscellaneous:
• Fixed the text of narration.
• General description for skills amended.
• Strength STAT description edited (now it says the Strength affects chances to force opening mechanical locks).

FEATURES & CHANGES:

Gameplay:
• Door scripts added (with 4 possible stages open/close/locked/sealed). However, you can’t hack/lockpick/brake doors yet. Use ALT+Z to change the stages of the doors for tests.
• Tutorial pop-ups added.

Mechanics:
• Character speed (walk/run) adjusted to SACPIC mechanics (30/15ft per round for Humans).

User Interface:
• "Game Paused" message is added when you pause the game by pressing spacebar.
• "Game Over" screen for Gyes added. Use ALT+P for suicide and test.
• In-game date/time panel added.
• In-game skill panel added.
• In-game log panel added.

Graphics:
• New Loading Screen arts for the Special Facility level added (they depends on character’s gender selected).
• Animations for normal walk/run (for Humans) added. If your character, your human allies, human NPCs have less than 10% of their HP, they will use that shambling animation.

Audio:
• Footsteps system added with majority of footsteps sounds.
• Gyes doors sounds added (open/close/locked/sealed).
• All in game sounds are bonded to SFX volume control.
• Various game-over narrations added.
• ECLCC and Plasma Reactor sounds added.
• When the game is paused music and all sounds except UI is muted at 50%.
• Game Over music added.

Miscellaneous:
• Laboratory CCP-5 room completed (capsules, engines, infrastructure added).

COMMENTS:

About shambling animation. During the game you be able to identify HP of enemies only if you got and set relevant augmentation for your CORE-7 implant. Without it you will be able to see the general state of the enemy (Uninjured/Barely Injured/Injured/Badly Injured/Near Death/Dead). That shambling animation will help you to identify the most injured human enemies. As well as it should attract your attention to your wounded allies and help them in time. Beyond that, it should bring more realism and fun, I believe.

About doors. Every door in the game might have one of the 4 states:
1. Unlocked. You can open/close it without obstacles. You can also break the lock of the door to make it Broken or Sealed.
2. Locked. You can't open/close locked door. You need to use your skill Lockpick to unlock it first if the lock is mechanical); or to use Science skill to hack the lock if is electronic. You can also try to open mechanical locks/doors by force (your Strength STAT affects the results). You can’t open electronic locks by rough force. Beyond that, you can break the lock of the door to make it Broken or Sealed.
3. Broken. You need to repair the broken lock before opening it (if the lock was unlocked before you broke it) or before picking/hacking it (if the lock was locked before you broke it).
4. Sealed. There is nothing you can do with this lock. If it is the door sealed - proper explosives are your only chances to cope with this door.

You can ask: why should break any unlocked door? why should I seal it? The answers are in the game-play context. E.g. you can break the door control panel to seal something (or someone) inside. Considering something (or someone) killed almost all personnel at the advanced military base, the brain and smarts of the gamer are the only chance to survive for your character.

Guys, please, keep in mind: despite the skills are displayed correctly you can’t use them yet in this build. We are adding their activation in the future builds step by step with relevance to our in game tutorial pop ups.
Old 09-12-2015, 05:19 PM   #3
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==================================================
PATCH #091215 RELEASED


After Reset RPG, Patch Notes #091215
Released on Saturday, September 12, 2015
==================================================


FIXES:

Audio:
• Footsteps for standard animation (for all types of floor) fixed.
• Inner story movie volume normalized.

Graphics:
• Animation bug in blending during the awakening cutscene fixed.
• Video scaling for resolutions other than 16:9 fixed.
• Interactive objects that are out of your character's Field-of-Vision cannot be heightened/used now.
• Printscreen [F12] now makes screenshot of the whole display with the UI.

Interface:
• Skills panel reworked.
• Monospaced font applied (like it was in original Fallout 1&2) for many text descriptions.
• UI hide/unhide hotkey reset to ` (BackQuote).
• H hotkey set to weapon holster/unholster function.
• Monospaced font (like it was in original Fallout 1&2) now is used for all description texts.

Mechanics:
• The Caucasian skin color is now the only one available during the character creation.
• Loading screens reworked.

User Interface:
• Log panel now keeps the text bottom-left aligned when scaling.
• Cursor bug when picking up items fixed.
• The bug when UI doesn't catch the cursor when mouse over fixed.

FEATURES & CHANGES:

Audio:
• Volume of movies and voices bonded to the audio settings.
• Various realistic audio environments effects recorded and embedded in the levels (fans, pcs, holograms, scratches, gui sounds, fields, etc).

Gameplay:
• Ivy's awakening dialogue added.
• Special Facility level finalized.
• Science Facility level finalized.
• Ground Level draft added.
• Cave Entrance level draft added.
• Highlighting added to all interactive objects at Special Facility and Science facility levels.
• Character Alignment affection on appearance/emotions added.
• Character personal appearance of Jake Ganor added.

Graphics:
• Major 130+ human animations added.
• Graphics quality enhanced with SSAO Pro.
• VFX shader applied to the character/creatures in active Stealth mode.

Interface:
• Hotkeys list panel added.
• In-game menu added.
• Hand-sets panel with weapon modes added.
• Hotkey (ALT+P) for turn on/off edge camera turning added.
• Inventory UI added.
• Character apparel UI added.
• Character list UI added.
• Items tags added to Apparel/Inventory.

Mechanics:
• Stealth skill added.
• Spot skill added.
• First Aid skill added.
• Science skill added.
• Area transition mechanics added.
• Dialogs mechanics added.
• Inventory mechanics added.
• Character apparel mechanics added.
• Character list mechanics added.
• Creatures Identification system added.
• Active slot switching added to the bottom Hand-sets panel.
• Weapon modes switch added to the bottom Hand-sets panel.

Other:
• Various sets of crates for the UG's stock rooms created.
• Service drones models created and added.
• All 50+ animations for service drones created.
• Servers for the Quanton room created and added.
• Neuro shader for the Quanton room added.
• All 21 Journal Records created.
• All 16 Tutorial records created.
• All quest records created.
• All Ivy dialogues written.
• All Keren dialogues written.
• All Quanton dialogues written.
• Radioisotope Emissive Generator created.
• Vixin anti-sleep drugs created.
• Fleshworms creatures created.
• Weapons mechanics developed with the Weapon Modes system.
• Level-up Mechanics embedded.

Technical:
• Code for all skills integration refactored.

COMMENTS:

1. Guys, if you are letsplayer, youtuber or media and got our keys, please, wait for completion of the prologue for review. We’re working hard to complete the prologue this fall. This current build is primary for our backers and fans to track down our progress.

2. In this build you can pick up First Aid items only. You can use them as well as, Spot, Stealth, First Aid, Science, Repair skills. You can put on/off Armor (frankly, you’ll need to do that to pass through decontamination chambers). We put necessary items in your character’s Inventory so that with some erudition you’ll be able to pass all obstacles to check all 4 levels (Special Facility, Science Facility, Ground Level under construction and Cave Entrance). Tip: activate Fire Alarms to unblock emergency passage.

3. There is one important feature of the game that met decent debates in the team – about what can be allowed to the player and what can’t. We stayed on "the player should be allowed to do anything he/she wishes for his/her role-play within SACPIC mechanics". That leads to the plenty of situations not predicted by story leading initially. Though it keeps your freedom of actions.

I mean: our game plan covers 6 successful endings for the prologue and 4 non combat deaths. However, with that freedom of actions you might come to some awkward situations like: you can got panic and lock your character in a WC and sealed (by critical unsuccessful attempt of locking the door) or ran into plasma cloud... but why would you ever decide to do that?) Anyway, my point is that After Reset RPG is not a modern linear-action game when you just click some buttons and story follows, when the game doesn’t allow you to do crazy things. In After Reset RPG you should think before using skills (the activations are limited), ponder on situation (if you’re unskilled with electronics it would be probably fatal to the electronics is you attempt to repair it), and on your targets (trying to heal someone you don’t know with your doctor skills if you’re not good in it you can inflict injures occasionally that will lead to conflict), and on your appearance (pointing your upholstered weapon on authorities might be bad decision to initiate dialog with them).

* * *
Once again, thanks for your rooting and patience!
Old 10-21-2015, 09:50 PM   #4
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==================================================
PATCH #102115 RELEASED

After Reset RPG, Patch Notes #102115
Released on Wednesday, October 21, 2015
==================================================


FIXES:

Gameplay:
• Preset skills and feats added to default male and female characters.

Graphics:
• Full screen resolution bug for Mac fixed.

Mechanics:
• Ability to put non-usable items in the hands slots blocked.
• Camera distance now saves and keeps when loading new areas.

FEATURES & CHANGES:

Gameplay:
• Tags added for all highlighted items/objects/creatures/containers on Special Facility level.
• Tags added for all highlighted items/objects/creatures/containers on Science Facility level.

Graphics:
• 3D pile model for loot created.
• Scrap item for broken parts (if your character wears out armor or weapon) added.

Mechanics:
• Tag system for highlighted items/objects/creatures/containers embedded.

...

IMPORTANT NOTES

1. Guys, I know that using default male/female characters to unlock containers, hack devices, and use the First Aid skill was a real pain in the previous update. Now, we’ve preset skills for those default characters. Therefore, you have decent chances for using First Aid, Science, and Lockpick skills.

2. If you’re a regular tester I’d appreciate it if you checked out our Tag Panels for properly highlighted objects/creatures/containers/items over the next few weeks.
Old 11-25-2015, 03:06 PM   #5
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==================================================
PATCH #112515 RELEASED

After Reset RPG, Patch Notes #112515
Released on Wednesday, November 25, 2015
==================================================


PATCH NOTES #112515

FEATURES & CHANGES:

Audio:

• Added sounds to pick/drop/equip inventory actions.

Gameplay:
• Added descriptions for all highlighted items/objects/creatures/containers on Special Facility & Science Facility level(s).

Graphics:
• Created a laser pistol for the UG MP.

Mechanics:
• Added description system for highlighted items/objects/creatures/containers.
• Added item & creature identification mechanics.
• Added an XP gain for the successful use any character skill.
• Added mechanics for broken items.

IMPORTANT NOTES:

The most important part of the new game mechanics is the description and identification of creatures and items. We revealed this earlier in Tutorial’s preview on our forum: link.

The main idea behind all of these mechanics is to be able to check and use your skills to get information about anything in the game world, and to get an advantage from doing so.

For now, the interface mechanics use the Right Mouse Button to open the Description panel and initiate the identification process. The results of the checks are displayed in the log panel at the bottom left part of the screen. When you successfully pass any skill check (Expertise, First Aid, Science, Repair, etc.) your character receives XP based on the check roll.

So, any item in the inventory or in containers (later), or on the floor/ground/tables etc., can be checked by clicking on them RMB. As well as everything in the game world you’re travelling that might be highlighted when you mouse over – everything has its own descriptions.
Old 12-31-2015, 12:57 AM   #6
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==================================================
PATCH #123115 RELEASED

After Reset RPG, Patch Notes #123115
Released on Thursday, December 31, 2015
==================================================



FIXES:

Graphics:
• Character's emotions/alignment amended for showing on the custom-made characters.

Interface:
• Background scene for Charlist/Inventory changed.
• Stealth Mode effect now doesn’t apply on character model in Charlist.

Mechanics:
• Current weight rounding in Charlist/Inventory amended.
• Stacked usable items activation from hands fixed.

FEATURES & CHANGES:

Audio:

• Unique sounds for putting on each type of apparel added.
• Unique sounds for eating/drinking/inhaling added to relevant usable items.

Gameplay:
• Journal Records to PCs at Special Facility level added.
• Journal Records to PCs at Science Facility level added.

Interface:
• Status bar for indication of using items added.
• Character Stats List revised.
• Fonts styles for in-game UI revised and unified.
• UI for Journal Records section of the Charlist added.

Mechanics:
• Stack system for items in the Inventory added.
• Stacked items used through the hand slots embedded.
• Ability to use relevant items in Inventory added.
• Journal mechanics added.

Other:
• Various usable items added into the char's Inventory.
• Various equipable apparel items added into the char's Inventory.

IMPORTANT NOTES:

If you regularly test our monthly patches please check out the Journal Records and Apparel that we've presented in this patch. Feel free to share your impressions and report any bugs we missed.

During the font styles revision I've encountered the major issue why the GUI and fonts in it might looks small for the screen resolution different from 1920x1080 I use (and 56% of you, guys, use as well). The case was that despite I designed the scheme of the GUI for 1024-resolution and higher – it was meant to be no scaleable with the twisting of resolution. Though our programmers made it so that it scales with the resolution different from 1080i. We'll fix that in the next update. So that the font and GUI elements will look on any resolution 30% bigger than GUI for Fallout Tactics (HD edition).
Old 02-08-2016, 07:02 AM   #7
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==================================================
PATCH #020716 RELEASED

After Reset RPG, Patch Notes #020716
Released on Sunday, February 7, 2016
==================================================



FIXES:

Interface:
• GUI and fonts are non-scalable now (like in Fallout Tactics).

Mechanics:
• Character movement speed fixed.
• Bonuses from STATs now affect character’s parameters correctly.

FEATURES & CHANGES:

Interface:
• Main Menu and Character Creation designs and fonts are revised to be non-scalable (like in Fallout Tactics).
• All icons for Character Creation GUI added.

Mechanics:
• Encumbrance Mechanics added.
• Ability to throw away items from the Inventory added.

Other:
• Vixin drug added.

IMPORTANT NOTES:

1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.

Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue’s final release.

2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (Vixin) and other consumables (such as coffee) that can replenish this resource.

3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.

There are 4 levels of encumbrance:
- None - The character can run and walk at full speed.
- Light - The character cannot run, but can walk at full speed.
- Heavy - The character cannot run, the character walks at 50% normal speed.
- Overloaded - The character cannot move.

The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player’s Guide relevant page.

4. We’ve also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude “container mechanics added” from today’s report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character’s feet. As far as I can see quantity UI works as well.

You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a “trash pile” container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a “trash pile” container.

Based on that the rodmap for the next update is updated:
- it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as “completed”;
- than it will take 3 days for the Quest system;
- and the rest time we’ll devote to Dialogues mechanics embedding.
Old 03-25-2016, 11:03 PM   #8
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==================================================
PATCH #032616 RELEASED

After Reset RPG, Patch Notes #032616
Released on Saturday, March 26, 2016
==================================================


FIXES:

Audio:
• Music loop in Main Menu fixed.

Graphics:
• Female clothes skins fixed.

Interface:
• Container panel reworked.
• Quantity panel reworked.
• Character Panel icons changed.

Mechanics:
• Inventory mechanics revised.
• Apparel mechanics revised.
• Containers mechanics revised.
• Drop mechanics revised.
• Character speed after encumbrance level is off now, returns to the normal state.

FEATURES & CHANGES:

Gameplay:
• Quests at Special Facility level added.
• Containers at Special Facility level filled with random items.
• Containers at Science Facility level filled with random items.
• Ivy awakening dialog added.

Graphics:
• Light armor for UG Military Police forces created and added.

Interface:
• Quests UI added.
• Dialogues UI added.

Mechanics:
• Quest Mechanics added.
• Dialogs Mechanics added.
• Random loot mechanics added.
• Random container’s content mechanics added.
• Random DC (Science, Lockpick, Repair) for Electronic and Mechanical locks added.
• Data saving (character, containers, loot, locks, doors) while travelling between areas added.

IMPORTANT NOTES:

1. As it was planned, we’ve embedded another part of cool randomness of PnP RPG to our game’s mechanics.

First, all containers and locks (electronic and mechanical) you meet in the updated build and onwards will have random Difficulty Class for Repairing, Lockpicking, Hacking actions set in range relevant to the area type those containers and locks located.

Second feature represents the sandbox randomness of the loot and containers’ content. Enhancing our engine with game designer module for work with items and containers, I’ve been able to add more than 100 items from the database on our forum to the proper random lists for each container of the Special Facility and Science facility levels. Feel free to test how it works.

Finally, the third is a shard of randomness in NPC behavior, dialogues and quests. The idea is to set random behavior and dialogues to various NPCs. All that implies nobody knows for sure if an NPC would be in a mood to talk with you, trade with you or give you a quest. Nobody even knows if the NPC would be in right place and time to meet you. That mechanics should work before any classic checks like: your alignment, your reputation, your achievements, your STATS, etc. A half part of the game should be defined by your destiny only.

2. I double-checked the graphic settings in our build and figured our that our visual capabilities is used less than at 25% (like maximum textures content and resolution, filtration, details, 3d postprocessing, lightning, materials, etc). Analyzing PC/MAC data of our fans who activated the game on Steam now I’ve just slightly move the visual quality indicator 5% up. Your machines should cope with that.

I’m still sure that the decision to create all assets of AAA quality (4k resolution full set of textures with high details geometry) was the right decision. Thus, we won’t have to redo all stuff with every chapter till the final game release, but just switch the level of quality allowed higher and higher. So that even by the final release our quality will be dignified.
Old 05-18-2016, 12:14 AM   #9
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==================================================
PATCH #051716 RELEASED

After Reset RPG, Patch Notes #051716
Released on Tuesday, May 17, 2016
==================================================


FIXES:


Mechanics:
• The bug with inventory listing when you put the object from active slot to inventory is fixed.
• Bug when you're unable to drop object on the floor fixed.
• Stacking system amended.
• Items identification bugs fixed.
• Tutorial pages now can be slid correctly.
• Items activation while switching items fixed.
• Saving/Loading date while travelling between levels reworked.

FEATURES & CHANGES:

Gameplay:
• Ivy monodialog [first aid] added.
• Ivy monodialog [recover] added.
• Ivy dialog [warning] added.
• Quanton monodialog [NBC] added.
• Quanton monodialog [firealarm] added.
• Quanton dialog [broken] added.
• Free talk dialog with Ivy as a companion added.
• Tutorial "Character Skills" added.
• Tutorial "Hacking Electronic Devices" added.
• Tutorial "Lockpicking Mechanical Locks" added.
• Tutorial "Item Identification" added.
• Tutorial "Identifying Creatures" added.
• Tutorial "Journal Records" added.
• "What Makes a Terrorist?" Journal Record added to gameplay.
• "Gigantic Red Zones Amoebas" Journal Record added to gameplay.
• "R/K Selection Theory When Applied to the Status of "Survivors" Journal Record added to gameplay.
• "Quanton Hubs" Journal Record added to gameplay.
• "O'Shea's Cooperation Speech" Journal Record added to gameplay.
• "Artificial Intelligence" Journal Record added to gameplay.

Graphics:
• Screen Resolution selection launch screen for MAC version added.
• New Quanton NPC model (broken and fixed) and its VFX added.

Interface:
• Augmentation panel added to Character Menu.
• Need to lock other interactions while in game Main Menu is open.

Mechanics:
• Quantity dialog window when move only one object now does not appear.
• Pop-up text mechanics (Fallout 1/2/T style) for monodialogues and NPC taunts added.

Other:
• Dozens of new items.
• Trash containers authentically added to Special Facility and Science Facility levels.
• Final containers (contents/types/states/descriptions/sounds) for Special Facility level added.
• Final containers (contents/types/states/descriptions/sounds) for Science Facility level added.

IMPORTANT NOTES:

1. Sorry for delay with the update: it was ready around a week ago but we found the critical bug in the final build - Kaspersky deleted (!) the whole build relying to "suspicious behaviors" when the character travel between levels. We were not able to find out origin of the bug in our scripts for a week; hence, we had to rewrite all save/load system from scratch symbol by symbol. Now it works smoothly.

2. I know, with this huge update, it might look like we "finally" got to development just a couple months ago. Frankly, we joke a lot about within our team ourselves. But the case is the major work was done for that year before – the major work for creating content and engine/constructor fitted to our SACPIC game mechanics. We go right step by step like Bioware did for Neverwinter Nights 1: it took around 3 years of 75 programmers and 45 testers (10 internal, 35 external) as well as 10 million dollars just to create an engine/constructor fitted to DnD 3.5 mechanics, and only after that they get to sewing campaign on it. That was actual in good old 2002. Modern technologies, social support and crowd founding gave us a boost but we still follow the same passage and still face the same issues :)

3. Mac users, now you can select screen resolutions when launching the game as well as running it in windowed mode. It looks beautiful, but I recommend to use resolution not wider than 1920 for now because current Macs might be lagging running the game on 4k resolution. E.g. I prefer to play in on Mac with 1200 resolution windowed.
I know, Mac suffer some visual bugs in Main Menu but we’ll fix that on further updates.

4. You might encounter many dialogues with Ivy in this build, albeit she is represented by painted avatar still. We got her model but I decided it is not as cool as other content of ours. She’s too important (as the companion for the decent part of the game) to be neglected. Freelancer did her model, so now our lead 3d modeler redoes it himself. I’ll present you her "old" version with comparison to "new" one in the next update.
Old 08-01-2016, 04:31 AM   #10
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MrNixon
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  • Jul 2013
  • 579
==================================================
PATCH #073116 RELEASED

After Reset RPG, Patch Notes #073116
Released on Sunday, July 31, 2016
==================================================


FIXES:

Audio:
• Missed Narrator voice sounds added.
• Volumes for 3d sounds and speech amended.
• Not ceasing voiceover in dialogs while the dialog is closed or another line is played, or when quieting to main menu - fixed.

Gameplay:
• ASWD bug fixed.
• Typos in Records fixed.
• Skills and stats checks in dialogs fixed.
• Awakening cut-scene reworked and enhanced.

Graphics:
• All female clothes (neck bug) reskinned and reboned.
• Low quality character and NPC camera with pixel border in dialogs to fixed the cinematic smoothness.

Interface:
• Text blinking in dialogs fixed.
• Red coloring of the character model in Character menu fixed.
• Main Menu button corruption after traveling between levels amended.
• Tag panel fixed.
• Mouse absence during the first dialog fixed.
• Overlay picture for PAUSE deleted.
• Ivy's icon blur after interaction fixed.

Mechanics:
• Saving/loading bug of dropped loot and trash fixed.
• Bug with several items multiplying on floor when traveling between levels fixed.
• Drone position bias after level reloading fixed.
• Death mechanics and its visual and audio assets fixed.
• Area transaction script and visuals amended.

FEATURES & CHANGES:

Audio:
• Final recordings and post-processing for Keren Goston dialogs are done.
• VFX sounds for drones created and embedded.
• Looped heart beat sound added for the character when he's in dying state.

Gameplay:
• Drone’s animations added.
• Drone’s activation quest added.
• Drone’s dialog (activation) added.
• Drone’s dialog (deactivation) added.
• Ivy’s dialog (drone) added.
• Quanton dialog (repaired) added.
• Quanton repairing cut scenes added.
• Quanton repairing challenging puzzle added.
• Lab drone hive/cloud mind added.
• In-game access to all 22 Records for the prologueadded.

Graphics:
• Gameplay camera settings polished to the ideal 3d pseudo-isometric view.
• Special Facility graphics optimized and freeded resources used for graphic quality boost.
• Science Facility graphics optimized and freed resources headed for graphic quality boost.

Interface:
• Dialog's answers display enhanced (numbers and "/* styles added).
• Now any GUI (highlighting, tagging, etc) do properly disable VFX during cut scenes and dialogues.
• New Quest and new Records notification icons added as clickable to let them open relevant panels respectively.

Mechanics:
• Drones AI added.
• Followers mechanics added so that PC’s followers can travel with him/her through the levels and areas.

Other:
• Sparkles added to Quanton's servers.
• Colors for repaired Quanton changed.
• More environmental assets set at Ground Level.

IMPORTANT NOTES:

#1 Thanks for your bug reports, guys! We really appreciate them, but it’s become quite time consuming to slog through them all in our e-mail. We’ve come up with a better method to make this process more organized, and you can now upload your reports to a new sub-form we’ve created on STEAM, which you can access here: LINK

#2 Along with the Quanton’s servers, quests, dialogs, models, VFX, cut scenes, and other gameplay, we have finally completed the Science Facility level as it was meant to be. Through the prologue players should become comfortable with the specific (and quite frankly old school-ish) methods of storytelling and gameplay we plan to use in the rest of After Reset RPG.

One of these core features is very non-linear gameplay, and in regard to the Quanton Hub, it is completely up to players to decide what to do with it. Doing nothing is, of course, an option. I’d like all of you guys (while playing AR RPG) to really immerse yourself into its world and roleplay your character. Relying on the statistics of human behavior, game theory, and my D&D DM experience, I encourage you to behave like your character would in the real world—or even roleplay yourself. There’s consequences (positive and negative) for just about everything in the game. So aside from testing, please, don’t rush into decisions just because the option is there.

#3 There is one cut-scene left to be programmed into the Special Facility level in order to complete it. Except for that, nothing else should change as far as the level goes, right up to the release of the prologue.

#4 Our third level (the huge one – Ground Level) does not need to be tested yet, but feel free to explore it so you can see how things change with each update.

#5 One of the most important things in today’s update is the final representation of the dialog mechanics and its GUI. Please, feel free to share your impression and thoughts about it.
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